Yuji Naka interview by Gamefan (June 1999)

From Sonic Retro

The Interview

Gamefan: Has it been difficult over the years being referred to as "the other Miyamato?" And if so, how do you feel it has affected your ability to produce quality titles?

Yuji Naka: I have always admired his work. His games are very elaborate. However , I do not intend to compete with him, as I have my own style. I focus more on gameplay fluency.

Gamefan: What was your take on the lack of a "true" produced by Sonic Team , Sonic game for the Saturn? Why wasn't there an all-new, Sonic Team-produced Sonic game on Saturn?

Yuji Naka: Although Sonic R and Sonic 3D Blast were developed outside of Sega, the concept was originated by Sonic Team. I beleived it was more important at that time to finalize those titles within the limited time frame we had. I also had hoped to launch a brand new character on Saturn and began to develop Nights right after Sonic and Knuckles was finished on Genesis.

Gamefan: Do you feel that, with the introduction of more sophisticated hardware like DC or the upcoming PSY, developers are spending more time trying to create spectacular visuals, but are sorely lacking in the gameplay department?

Yuji Naka: Yes, I strongly agree. For example I have been toying with idea of possibly developing a game for, say, a VMU type of platform. Games should not be judged by graphics alone; gameplay is much more important. I always try my best not to forget the passion I had when I started creating games.

Gamefan: Do you feel that American gamers will pick up the whole A-Life aspects in Sonic Adventure? If so, is the goal to make A-Life as popular as Nintendo's Pokemon in the states (animated TV, trading cards, plush toys, etc.)?

Yuji Naka: I am not sure if Chao will become popular in the US. However, I feel the concept of A-Life is very interesting and therefore I hope many consumers in the US will enjoy playing the A-Life aspects. I also hope that the A-life aspects of the game will help increase the number of people that are Sonic fans. Chao was incorporated in the game because I hoped to provide the means to enable those who buy the game to continue to enjoy playing it even after they have cleared the main adventure story. If Chao gets popular and the market demand is there, I will be happy to consider merchandising characters such as Chao and other characters in the game.

Gamefan: What were the major technical challenges in creating Sonic Adventure?

Yuji Naka: The biggest challenge was to try to develop the game at the same time as the hardware was being developed. I honestly did everything in my power to insure that Sonic Adventure would adequately harness the DC's power, and I am satisfied with my work. I went as far as to take a part in the Dreamcast hardware development as well as the software library. It was a very good year for me in that sense.

Gamefan: Also, are you planning on re-using the SA engine in any upcoming titles?

Yuji Naka: Since the Dreamcast hardware and libraries are continually evolving, the Sonic Adventure engine will evolve as well and become more powerful. It may be possible that parts of the engine will be used in future products.

Gamefan: Were there any features you would have liked to have included in NiGHTS that you were unable to implement due to the Saturn's hardware limitations?

Yuji Naka: No comment. But if there were, I would surely be implementing them into my next project. (ECM's Note:hmmmmm......).

Gamefan: What type of games, other than your own, do you enjoy playing?

Yuji Naka: I like racing games. Other than those, I like Alone in the Dark, Lemmings and Tomb Raider. But recently I find it difficult to find games that offer new appeal.